Composited Walk Cycle

Here we’ve got my major weekend project, started and finished on Saturday. Yeah… all of Saturday, but I’m pretty proud of it.

I wanted to make my design more efficient by aligning each item in the scene to the same armature. It almost worked perfectly, and the one notable exception I will still likely be able to fix. I had five characters, and ten sets of clothing.

Each item was rendered to its own layer, with the human item notably set to Hold Out for the clothing. Then, each layer was piped to its own file. Afterward, I could drop each body animation in the Video Sequence Editor, with the animated outfit on top of it (Blend set to Alpha Over), and get this.

Incidentally, this is also an efficient pipeline toward in-game animations, as I’ll just be using select frames for different contexts… which was the idea Friday night.

Compositing is an incredibly useful skill. It might be wise for me to write a WPG on it.

Published by Michael Macha

I'm a game developer for both mobile and PC. My education is in physics, journalism, and neuroscience. Founder and CEO of Frontier Medicine Entertainment, located in the beautiful city of Santa Fe, New Mexico.

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